virtualx-engine/scene/resources/shader.cpp
bruvzg ecec415988
Use system fonts as fallback and improve system font handling.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
2022-12-04 18:44:20 +02:00

283 lines
9.4 KiB
C++

/*************************************************************************/
/* shader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader.h"
#include "core/io/file_access.h"
#include "scene/scene_string_names.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering_server.h"
#include "texture.h"
Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::_dependency_changed() {
RenderingServer::get_singleton()->shader_set_code(shader, RenderingServer::get_singleton()->shader_get_code(shader));
params_cache_dirty = true;
emit_changed();
}
void Shader::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
RS::get_singleton()->shader_set_path_hint(shader, p_path);
}
void Shader::set_code(const String &p_code) {
for (Ref<ShaderInclude> E : include_dependencies) {
E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
String type = ShaderLanguage::get_shader_type(p_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = MODE_PARTICLES;
} else if (type == "sky") {
mode = MODE_SKY;
} else if (type == "fog") {
mode = MODE_FOG;
} else {
mode = MODE_SPATIAL;
}
code = p_code;
String pp_code = p_code;
HashSet<Ref<ShaderInclude>> new_include_dependencies;
{
// Preprocessor must run here and not in the server because:
// 1) Need to keep track of include dependencies at resource level
// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
ShaderPreprocessor preprocessor;
preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
}
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
include_dependencies = new_include_dependencies;
for (Ref<ShaderInclude> E : include_dependencies) {
E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
params_cache_dirty = true;
emit_changed();
}
String Shader::get_code() const {
_update_shader();
return code;
}
void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
_update_shader();
List<PropertyInfo> local;
RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local);
params_cache.clear();
params_cache_dirty = false;
for (PropertyInfo &pi : local) {
bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
if (!p_get_groups && is_group) {
continue;
}
if (!is_group) {
if (default_textures.has(pi.name)) { //do not show default textures
continue;
}
params_cache[pi.name] = pi.name;
}
if (p_params) {
//small little hack
if (pi.type == Variant::RID) {
pi.type = Variant::OBJECT;
}
p_params->push_back(pi);
}
}
}
RID Shader::get_rid() const {
_update_shader();
return shader;
}
void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) {
if (p_texture.is_valid()) {
if (!default_textures.has(p_name)) {
default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
}
default_textures[p_name][p_index] = p_texture;
RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
} else {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
default_textures[p_name].erase(p_index);
if (default_textures[p_name].is_empty()) {
default_textures.erase(p_name);
}
}
RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
}
emit_changed();
}
Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
return default_textures[p_name][p_index];
}
return Ref<Texture2D>();
}
void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
r_textures->push_back(E.key);
}
}
bool Shader::is_text_shader() const {
return true;
}
bool Shader::has_parameter(const StringName &p_name) const {
return params_cache.has(p_name);
}
void Shader::_update_shader() const {
}
void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
ClassDB::bind_method(D_METHOD("set_default_texture_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
ClassDB::bind_method(D_METHOD("has_parameter", "name"), &Shader::has_parameter);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
BIND_ENUM_CONSTANT(MODE_PARTICLES);
BIND_ENUM_CONSTANT(MODE_SKY);
BIND_ENUM_CONSTANT(MODE_FOG);
}
Shader::Shader() {
shader = RenderingServer::get_singleton()->shader_create();
}
Shader::~Shader() {
RenderingServer::get_singleton()->free(shader);
}
////////////
Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
Ref<Shader> shader;
shader.instantiate();
Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path);
String str;
str.parse_utf8((const char *)buffer.ptr(), buffer.size());
shader->set_code(str);
if (r_error) {
*r_error = OK;
}
return shader;
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdshader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
return (p_type == "Shader");
}
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "gdshader") {
return "Shader";
}
return "";
}
Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
String source = shader->get_code();
Error err;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
return ERR_CANT_CREATE;
}
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
}
}
}
bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}